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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Sun Mar 02, 2003 3:42 am Post subject: Ambiance? |
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I'm working with Adobe 7.0, and I've already created some tiles for a base tile set with lights on them. I was wondering if there was anyway I could get some sort of an ambiance effect on the ship, say it get's brighter then it's under the light coming off the tiles. I have plenty of space on the level.bmp to add tiles, but I'm figuring this needs to be done in lvz. Any ideas?
TIA
Katie
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Sun Mar 02, 2003 4:12 am Post subject: |
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So you want the light to appear to have some actual affect on the ship image?
You can just make the image fly-under transparent (one black pixel, one color pixel grid) with .lvz or fly-under tiles.
Other than that...you could probably code a really intricate bot/.lvz thingy.
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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Sun Mar 02, 2003 12:09 pm Post subject: |
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Basically... no _________________ 3y3 4m l33t h4x0r
j0! 3y3 4m t4lking to j00!
fux0red 5cr1pt k1dd13.
-"l33t h41ku"
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Guest
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Posted: Sun Mar 02, 2003 1:13 pm Post subject: |
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actually..its kind fo possible, obviously it wont look as fancy as 3d semi-transparency which is used alot today like bump maps and stuff
------
but the best way to do it on continuum is.
make a checkerboard pattern in photoshop (1x1 for each square)
black transparent black transparent black transparent..etc etc..u know how it goes,
then paste it on top of the light, or lense flare..or whatever..
and hey presto.. semi-transparent lights which the ship can go under, and "looks" as if its having an effect on the ship...!
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Smong Server Help Squatter

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Posted: Sun Mar 02, 2003 2:39 pm Post subject: |
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And in low res it won't look too good, maybe have bot to switch it off for the players with low res?
Aha, I forsee an addition to the lvz .ini spec. add a thing where the object only shows if the user has ... resolution or more.
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Wed Mar 05, 2003 9:53 pm Post subject: |
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If only I understood what guest wrote, then I think it would be helpful... ugh... bah I suck at it anyhow... I'll just keep my trial & error method.
TIA
Katie
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Wed Mar 05, 2003 11:45 pm Post subject: |
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I think guest just agreed with what I said...
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Doggeti Server Help Squatter

Age:40 Gender: Joined: Jan 12 2003 Posts: 297 Location: Germany Offline
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Posted: Thu Mar 06, 2003 2:37 am Post subject: |
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Have a look at the tileset in a tileeditor. The last 7 tiles in the last row are transparent fly-under tiles. Every black pixel in these tiles will be transparent in the game. As 'Guest' and 'Akai' already said, lay a chessboard-similar grid over these tiles. Below you see a little example. Imagine the lightsource tile on the right side and having the color yellow. _________________ Expect the worst but hope for the best.
Light-FlyUnder zoomed (This may be the way how players with low-res might see it :))
lightsourcelayer_b.jpg - 2.11 KB
File downloaded or viewed 36 time(s)
Light-FlyUnder in original size
lightsourcelayer.bmp - 0.8 KB
File downloaded or viewed 39 time(s)
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Thu Mar 06, 2003 12:29 pm Post subject: |
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Though I would suggest .lvz-inserted images on the layer "AfterShips" or above., since there are only 3 fly-under tiles.
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Guest
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Posted: Thu Mar 06, 2003 1:20 pm Post subject: woot |
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3 fly under tiles?..and oon a second. if thats the case..how come my zone has 3 fly-over tiles and lots of fly under?.....
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Doggeti Server Help Squatter

Age:40 Gender: Joined: Jan 12 2003 Posts: 297 Location: Germany Offline
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Posted: Thu Mar 06, 2003 1:45 pm Post subject: |
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In total there are 15 fly unders. 7 of them are transparent and usefull for this issue.
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SuSE Me measures good

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Posted: Thu Mar 06, 2003 4:06 pm Post subject: |
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sry I was confusing my fly-overs and fly-unders (lot of pot yesterday )
I still recommend .lvz
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Doggeti Server Help Squatter

Age:40 Gender: Joined: Jan 12 2003 Posts: 297 Location: Germany Offline
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Posted: Thu Mar 06, 2003 4:42 pm Post subject: |
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With lvz you can use much more than 7 different lights at the same time. But if you want to use a lot of similar lights it might be more practicable to have Fly-unders. Map-editing is easier I think.
LVZ TILES
I has to decide
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Guest
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Posted: Thu Mar 06, 2003 4:54 pm Post subject: ya |
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yeah i was gonna say something similar, what f i want billions of lights all over my map....thats gonna be one hell of an lvz.
map editing is easier..but seriously..there should bore tiles
and breakable tiles, and tiles which make ur health god own..and one which make it go up..etc etc..some nifty c00 stuf like that
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Thu Mar 06, 2003 6:27 pm Post subject: |
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lol
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Sun Mar 09, 2003 3:10 pm Post subject: |
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Doggeti, I hate to bother you with the trouble, but for some reason I can't seem to get your examples open. Could you possibly email them to me? I'd really appreciate something to work off of.
TIA
Katie
Unrealfox@hotmail.com
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Katie Required materials: Hulk
Gender: Joined: Dec 02 2002 Posts: 586 Location: Wherever the fuck I choose. Offline
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Posted: Mon Mar 10, 2003 7:33 pm Post subject: |
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Thank you Doggeti.
TIA
Katie
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Doggeti Server Help Squatter

Age:40 Gender: Joined: Jan 12 2003 Posts: 297 Location: Germany Offline
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Posted: Tue Mar 11, 2003 11:37 am Post subject: |
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No problem. Sending an e-mail is not that difficult . I hope the examples help you.
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